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To Do List:

Expand professions based on popular movies/shows (CSI, bounty hunter, etc)

Skill Cleanup

Field Definitions and Cleanup

Expand Fields based on popular shows etc

Equipment Cleanup, including Tech and Engineering

Sample Gear/ Package

Reread the original game for elements I may have missed

Game Development and Project Coordination by Berin Kinsman
Additional Material by Golgotha Kinslayer
Inspired by a game design by Gerard Christopher Klug

Public Domain Dedication

Copyright-Only Dedication (based on United States law) or Public Domain Certification

The person or persons who have associated work with this document (the "Dedicator" or "Certifier") hereby either (a) certifies that, to the best of his knowledge, the work of authorship identified is in the public domain of the country from which the work is published, or (b) hereby dedicates whatever copyright the dedicators holds in the work of authorship identified below (the "Work") to the public domain. A certifier, moreover, dedicates any copyright interest he may have in the associated work, and for these purposes, is described as a "dedicator" below.

A certifier has taken reasonable steps to verify the copyright status of this work. Certifier recognizes that his good faith efforts may not shield him from liability if in fact the work certified is not in the public domain.

Dedicator makes this dedication for the benefit of the public at large and to the detriment of the Dedicator's heirs and successors. Dedicator intends this dedication to be an overt act of relinquishment in perpetuity of all present and future rights under copyright law, whether vested or contingent, in the Work. Dedicator understands that such relinquishment of all rights includes the relinquishment of all rights to enforce (by lawsuit or otherwise) those copyrights in the Work.

Dedicator recognizes that, once placed in the public domain, the Work may be freely reproduced, distributed, transmitted, used, modified, built upon, or otherwise exploited by anyone for any purpose, commercial or non-commercial, and in any way, including by methods that have not yet been invented or conceived.

Introduction

DoubleZero is a percentile-based role playing system designed to support a variety of genres, including police procedurals, detective fiction, hardboiled fiction, caper stories, spy thrillers, technothrillers, and political thrillers. Unlike many games that feature magic, the paranormal, or superhuman powers, characters in DoubleZero are highly skilled men and women in a more-or-less real world.

These rules were inspired by and in emulation of a classic role playing system that has been out of print for twenty years. It follows a trend in role playing games called "retro-clones" which emulate fan-popular but out-of-print rules sets. As with other retro-clone games, DoubleZero can be freely used by publishers and individuals to create and distribute their own derivative materials.

Disclaimer

The DoubleZero system does not contain any setting, actual or implied. It is simply a set of game mechanics designed to emulate fictional characters in fictional situations.

Rules Overview

Characters have three types of abilities. Attributes are the character's raw talent, innate traits usable without training and the foundation of other abilities.

Skills reflect training that a character has recieved, and are linked to and in some ways refinements of Attributes.

Both Attributes and Skills have numeric ratings from 1 to 15.

Fields of Experience are areas of expertise. Fields have no numeric ratings, but serve as qualifiers and add layers of subtlety to how Skills can be used.

Professions are groups of suggested abilities, provided to give players a guideline for building certain types of characters.

When a character attempts to perform an action, the player consults the Base Chance, a value from 2 to 30 equal to the numeric rating of the appropriate Attribute and Skill added together. The player describes the character's action and the game master sets an Edge Factor, rated from 1 to 10, relative to how easy the task is. Other modifiers, based on external factors, advantages and obstacles, are also appied to increase or decrease the Edge Factor. Multiply the Base Chance by the Edge Factor to determine the Target. This is the number the character must roll under on Percentile Dice.

Master Table

Locate the character's Base Chance in the bolded column going down. Locate the Edge Factor in the bolded row going across. Cross-reference the two numbers to locate the Target Number for Acceptable, Good, Very Good and Excellent results.

Example

Tom is trying to hack into a computer file. He has an Intelligence of 12 and a Cryptography Skill of 11, for a Base Chance of 23. The game master decides that this task is average, with an Edge Factor of 5. Tom must roll 99 or less for an Acceptable result, 58 or under for a Good result, 23 for an Very Good result, and 12 for an Excellent result.

If the player rolls two zeros – a DoubleZero – the character gets a Special, the best success possible and then some. The exact meanings of the various success levels, called Quality Results (see below), are interpreted by the player and the game master.

Quality Results

A roll in DoubleZero not only determines success or failure, but degree of success. These are called Quality Results, and are broken into five categories. Acceptable is barely a success - "good enough" to get the task accomplished to a minimal degree, but generally below average. Good is considered to be a baseline average success. Very Good is above average. Excellent is far above average. Special is the best possible result.

Wound Levels

Injuries and damage done to inanimate objects have their own Quality Result descriptions, called Wound Levels. A Light Wound (LW) reflects minimal damage. This is sprain, strain and bruising to a person or animal, or scratches to an object. A Medium Wound (MW) is more visible damage, such as cuts and scrapes on a person or animal or dents on an object. It is serious enough that it should be looked at eventually, but does not require immedite medical attention. A Heavy Wound is something that should be attended to as soon as possible, so it does not become worse. This includes serious bleeding and fractures for humans and animals, and damage that limits or impairs functionality in an object. Incapacitated means the person or object is effectively non-functional. For characters, this includes unconsciousness, as well as broken bones and wounds that require immediate medical attention. For objects, the items is broken but repairable. Kill means the character is dead, or the object is destroyed beyond repair.

Damage

Base Damage is the Wound Level inflicted on an Acceptable success. Wound Level increases with the Quality Result. For example, using a weapon with a Base Damage of Light Wound (LW), if character scores a Very Good Quality Result, the Wound Level also increased by two shifts, from Light to Medium to Heavy.

Wound Level

Table

Acceptable

-3

-2

-2

LW

MW

HW

INC

KL

Good

LW

MW

HW

INC

KL

KL

Very Good

—

LW

MW

HW

INC

KL

KL

KL

Excellent

LW

MW

HW

INC

KL

KL

KL

KL

Special

Incapacitate or Kill

Example

Ian takes a shot at an enemy agent. His Base Chance with Ranged Combat is 18. The enemy target is behind cover, so the game master set the Edge Factor at 3. Ian's Base Chance is 54 (Base Chance 18 x Edge Factor 3). He rolls a 12. Consulting the Quality Results table, a roll of 12 with a Target of 60 or less is a Very Good result.

Ian's weapon has a Base Damage of Light Wound. A Very Good result increases damage by two shifts, so the enemy agent takes a Heavy Wound.

Character Creation

Generation Points

Characters in DoubleZero are created by spending Generation Points (GP) to purchase abilities and numeric ratings. The number of GP a player gets is based on the types of characters the game master feels are best suit for the game.

Note that it is possible to have characters of different ranks within the same group, with game master approval. It's entirely dependant upon the nature of the characters and the world in which they exist.

Recruits

A recruit is a rookie character, with no experience or adventures under their belts. They have fewer abilities, or a range of abilities at very low ratings. Whatever they're encountering in the campaign, they're probably meeting it for the first time. Recruits are recommended for very gritty campaigns, games where characters are teenagers or college-aged, or situations where a high body count is among the genre tropes.

Recruits are built with a minimum of 250 Generation Points.

Agents

An agent has training and experience. These are average characters. They're competent and may even be exceptional in a few concentrated areas, but they're not superhuman. They work hard to get the job done. Agents are the recommended character rank for “realistic” games, where ability and fatality are more evenly balanced.

Agents are built using a minimum of 500 Generation Points.

Special Agents

A Special Agent is best of breed, head and shoulders above the rest. Not only does he make everything look easy, for him it is easy. They're competent to exceptional with a wide variety of abilities. Special Agents are suggested for cinematic or pulpish games, where adventure is high and mortality is low to non-existant.

Special Agents are built using 750 to 1000 Generation Points.

Professions

Professions are Skills and Fields of Experience grouped together thematically to make character creation easier. If a player wants to created a character with a particular occupation or background, Professions list the types of abilities that would be most appropriate. These aren't "templates" or "classes" or package deals; all abilities must be purchased individually.

The game master should create Professions to demonstrate character types most appropriate to the setting in which the game will take place.

Profession Format

All Professions are presented in the following format:

Profession Name

This should be as self-explanatory as possible.

Definition

A two- or three-line clarifying definition, in case the name alone isn't enough.

Suggested Skills

The skills best suited to this Profession.

Fields of Experience

The Fields best suited to this Profession.

Sample Professions

The following are professions commonly found in modern adventure settings.

Example

Lara decised she wants to create a character who is an Archeologist. Consulting the list of Professions, she sees which Skills it would be good to have and purchases them with her Generation Points. She also sees which Fields of Experience are suggested. She doesn't have enough GP to purchase them all, so she chooses one. As Lara's character is a rookie, she decides that the character is in graduate school studying another Field and will purchase that later, when she has more Experience Points.

Attributes

There are six characteristics: Strength, Dexterity, Willpower, Perception, Intelligence and Charisma. These range from 1 to 15, with character starting at a default of 5. Each additional point costs 10 Generation Points.

All characters begin with Attributes rated at 5. The cost in Generation Points to increase attributes is equal to the cost of each additional rank, cumulative. To raise DEX from 5 to 6 costs 6; to raise it from 5 to 7 costs 13 (6 + 7).

Strength

The character's physical power is measured by this Attribute. It is the basis for the Factored Attributes of Carry Capacity and Hand to Hand Damage.

Dexterity

This is the character's physical coordination. Along with Perception, if is the basis for the Factored Attribute Actions.

Willpower

Resolve, dedication and perserverance are measured by this Attribute. Willpower is the basis of the Factored Atributes Fatigue and Endurance, and also governs the character's Pain Resistance.

Perception

The character's senses and overall awareness of the world around him are governed by this Attribute. Along with Dexterity, it is the basis of the Factored Attribute Actions.

Intelligence

Memory and reasoning are measured by this Attribute.

Charisma

This is a character's force of personality - charm, wit, presence and general likeability.

Alternate Attributes

The game master can, at his or her discretion, change the Attributes to suit the needs and the flavor of the campaign. This includes renaming them, replacing them with different Attributes, and adding additional Attributes. In the latter case, the game master may wish to consider whether it's appropriate to increase the Generation Points given to players.

Factored Attributes

A Factored Attribute is a statistic derived from the character's base Attributes.

Actions

The number of basic tasks a character can perform in a round is based on the total of Dexterity and Perception, divided by 10 and rounded to the nearest whole number.

Example
Vic has Dexterity of 12 and Perception of 11. The combined total is 23. Divided by 10 is 2.3, which rounds down to 2.

Actions
DEX + PER
10-14 1
15-24 2
25-30 3

Fatigue
The number of hours a character can stay awake and alert without rest is equal to Willpower times 3. A character with a Willpower of 8, for example, can stay awake for 24 hours without invoking any penalties. When a character passes their Fatigue limit, the player must make am Athletics check as Ease Factor 5. If the roll succeeds, the character can continue for another hour but at a -1 Quality Result shift for all tasks (not including the next Fatigue check). After that hour, a check must be made a Edge Factor 4, with another QR shift penalty, and so on until the character stops and sleeps or passes out.

Endurance
The number of minutes a character can run or swim before exhaustion sets in is equal to Willpower times 3. For example, a character with a Willpower of 12 could run or swim for 36 minutes. At the end of this time period, the player must make an Athletics check at Edge Factor 5. If the roll succeeds, the character can continue for a number of minutes equal to Willpower at a -1 Quality Result for any tasks (not including the next Endurance check). At the end of that period the player must make a roll at Edge Factor 4 with an additional -1 QR shift, and so on until the character stops or collapses. If at any point the roll fails, the character collapses and must make an Athletics roll at the current Edge Factor each round in order to take any action; failure means they're too out of breath and tired to take action.

Carry Capacity
A character's maximum carrying capacity is equal to Strength times 15 lbs. A character with a Strength of 10, for example, can carry 150 lbs. The character can do this for a number of minutes equal to Willpower. After that, the character has to put the weight down and rest for a turn, or make a STR roll at Edge Factor 5. If the roll succeeds, the character continued for a number of minutes equal to Willpower. If they fail, they take a Light Wound (from exertion) and drop what they're carrying.

Hand-to-Hand Damage
A character's base Hand-to-Hand Damage is the Wound Level inflicted on an Acceptable Quality Result. For each Quality Shift, the Wound Level increases.

A character with a low Strength does no damage on an Acceptable result, but can inflict wounds with shifts.

Martial weapons (swords, knives, clubs, and so on) add +1 to +3 shifts to the character's STR-based damage. Average weapons do +1, better quality or larger weapons do +2, and masterwork or specially designed weapons do +3. See the Weapons section for additional information.

Example
Len's character has a STR of 9 (-1 shift), which means he needs to score at least a Good Quality Result to inflict Light Wound. He's carrying a well-made katana rated at +2. His Base Damage on an Acceptable result with the katana is Medium Wound (no damage, to Light Wound, to Medium Wound).

Firearms have their own Base Damage. As a rule of thumb, small caliber weapons do Light Wounds (LW), heavy caliber weapons do Heavy Wounds (HW), and everything in between does Medium Wounds (MW).

Skill Name
Skill names should be self-explanatory. New skills should match the same level of granularity as existing skills.

Governing Attribute
The Attribute or averaged Attributes the Skill combines with the determine Base Chance.

Definition
While skill names should be self-explanatory, this will provide two or three lines of clarifying definition.

Actions/Rounds
The minimum amount of time required to perform a check with this Skill

Edge Factors
This explains the base Edge Factors for various tasks the skill can be use for. The default will always be five.

Modifiers
Factors that increase or decrease the Edge Factor, no greater than +2 or lower than -2 per individual modifier, although modifiers are cumulative. These include conditions under which the task is being attempted, distractions, and quality of equipment used or required.

Quality Results
There will always be some subjectivity in interpreting Quality Results. By giving some benchmarks as to what each QR means for the individual skill provides a guideline for interpreting those results.

Acceptable is a below-average success.
Good is an average success.
Very Good is an above-average success.
Excellent is a cause for celebration.
Special is the best success possible.

Athletics
Governing Attribute: Strength
Definition: There will come a time when you find yourself in a situation where you cannot talk, shoot, or even think your way out of it. In these times, you will be grateful for your routine exercise regimen & weekend sporting activity. When you need to run, throw, lift, catch, or jump, use this skill.
Actions/Rounds
Edge Factors
10 Grade school kids can do this at recess
8-9 Don't strain yourself
6-7 Weekend warrior
5 Default/Average
3-4 Olympians and pros can do this
1-2 World record holders can do this
Modifiers
Quality Results
Acceptable
Good
Very Good
Excellent
Special

Boating
Governing Attributes: Average of Dexterity and Perception
Definition: You can manoeuvre any craft on or under the water, from high-speed racers to luxury yachts.
Actions/Rounds
Edge Factors
10
8-9
6-7
5 Default/Average
3-4
1-2
Modifiers
Quality Results
Acceptable
Good
Very Good
Excellent
Special

Cryptography
Governing Attribute: Intelligence
Definition: Code-making & code breaking are the provinces of this skill. Guessing passwords, recognising signal through noise, or brute-force hacking are all part of your repertoire.
Actions/Rounds
Edge Factors
10 The password is your cat's name
8-9 Common encryption scheme
6-7 Last week's standard code
5 Default/Average
3-4 Good internet security
1-2 The NSA had trouble cracking this
Modifiers
Quality Results
Acceptable
Good
Very Good
Excellent
Special

Customs
Governing Attributes: Average of Intelligence and Perception
Definition: Nothing says 'spy' like standing out in the crowd. You know what the locals know. You can avoid offence, and know when avoiding offence can itself cause offence. Most importantly, the customs & traditions aren't 'quaint' to you, but rather you understand them & can make them your own.
Actions/Rounds
Edge Factors
10 You saw this on PBS alot
8-9 Tourists know this
6-7 Frequent visitor
5 Default/Average
3-4 Like you've lived there for years
1-2 Just like a native
Modifiers
Quality Results
Acceptable
Good
Very Good
Excellent
Special

Demolitions
Governing Attribute: Intelligence
Definition: There are very few problems in this world that cannot be solved by the judicious application of suitable high explosives. Your talent is to make this maxim hold true, as well as to properly handle & dispose of the pyrotechnics left by others.
Actions/Rounds
Edge Factors
10
8-9
6-7
5 Default/Average
3-4
1-2
Modifiers
Quality Results
Acceptable
Good
Very Good
Excellent
Special

Disguise
Governing Attribute: Average of Intelligence and Charisma
Definition: That's no queen, that's a man! Sometimes the best way to get somewhere is to simply not be 'you' at the time. You can quickly and efficiently change your appearance, then peel the mask off for the big reveal.
Actions/Rounds
Edge Factors
10 If they look, you're made
8-9 Pass at a distanct
6-7 Pass a casual inspection
5 Default/Average
3-4 Pass a close inpsection
1-2 Impersonate a Specific Individual
Modifiers
Quality Results
Acceptable
Good
Very Good
Excellent
Special

Driving
Governing Attributes: Average of Dexterity and Perception
Definition: Getting from point A to point B in the western world can be done by train or on foot. Getting there in style means doing so behind the wheel of a large automobile.
Actions/Rounds
Edge Factors
10 Your grandma could make that move
8-9 You could get a ticket for this
6-7 Pushing the envelope
5 Default/Average
3-4 Professional driver, closed course
1-2 Hollywood stunt drivers do this
Modifiers
Quality Results
Acceptable
Good
Very Good
Excellent
Special

Engineering
Governing Attribute: Intelligence
Definition: You can build or repair devices both great and small. With some of the wilder gadgets, you may need a degree in engineering just to understand what it is supposed to do.
Actions/Rounds
Edge Factors
10 You saw this on Bill Nye
8-9 Read about it in Popular Mechanics
6-7 Common but not easy
5 Default/Average
3-4 Master's Degree work
1-2 Ph.D. work
Modifiers
Quality Results
Acceptable
Good
Very Good
Excellent
Special

Evasion
Governing Attributes: Average of Strength and Dexterity
Definition: The best defence may be a good offence, but discretion is often the better part of valour. In other words, getting punched or shot hurts. Evading the impact, dodging the swing, ducking for cover, or rolling with the blow will keep your skin intact.
Actions/Rounds
Edge Factors
10
8-9
6-7
5 Default/Average
3-4
1-2
Modifiers
Quality Results
Acceptable
Good
Very Good
Excellent
Special

Gambling
Governing Attributes: Average of Intelligence and Perception
Definition: It really isn't about winning or losing, but how you play the game. You have mastered the fine art of knowing when to hold 'em, when to fold 'em, when to walk away, and when to run.
Actions/Rounds
Edge Factors
10
8-9
6-7
5 Default/Average
3-4
1-2
Modifiers
Quality Results
Acceptable
Good
Very Good
Excellent
Special

Influence
Governing Attribute: Charisma
Definition: Let the crude agent try to bully his way through the case. You can convince the enemy spy to help you on a voluntary basis. You are smooth talking and martini drinking. You can convince others to understand your point of view & make it their own.

Interrogation
Governing Attribute: Intelligence
Definition: We have ways to make you talk. This isn't torture, at least not always. Interviewing techniques, applied psychology, and guided questioning brings facts and information, whether the subject wants to tell you or not.
Actions/Rounds
Edge Factors
10
8-9
6-7
5 Default/Average
3-4
1-2
Modifiers
Quality Results
Acceptable
Good
Very Good
Excellent
Special

Investigate
Governing Attributes: Intelligence and Perception
Definition: An oft-overlooked piece of evidence can make or break a case. In the world of international espionage, this can be a matter of life or death, not just for the agents, but for their homelands. Careful examination of evidence leads to facts.
Actions/Rounds
Edge Factors
10
8-9
6-7
5 Default/Average
3-4
1-2
Modifiers
Quality Results
Acceptable
Good
Very Good
Excellent
Special

Navigation
Governing Attributes: Intelligence and Perception
Definition: A high-tech GPS device is worthless if you don't know how to use it. You do. A map is only a piece of colourful paper if you can't orient it. You can. Whether it is by a radar-enhanced satellite imagery, or hand-written instructions on a napkin, you can get to where you need to be.
Actions/Rounds
Edge Factors
10
8-9
6-7
5 Default/Average
3-4
1-2
Modifiers
Quality Results
Acceptable
Good
Very Good
Excellent
Special

Observation
Governing Attribute: Perception
Definition: How well do you notice things? It's not enough to merely take notice; you are skilled in what to look for & can really see what you need to see.
Actions/Rounds
Edge Factors
10
8-9
6-7
5 Default/Average
3-4
1-2
Modifiers
Quality Results
Acceptable
Good
Very Good
Excellent
Special

Piloting
Governing Attributes: Average of Dexterity and Perception
Definition: If it flies through the air, you can keep it up there. Fighter jets, cargo helicopters, hot air balloons, and passenger airliners can all be sent up & brought down safely under your control.
Actions/Rounds
Edge Factors
10
8-9
6-7
5 Default/Average
3-4
1-2
Modifiers
Quality Results
Acceptable
Good
Very Good
Excellent
Special

Ranged Combat
Governing Attributes: Average of Dexterity and Perception
Definition: Sometimes there just isn't any way around it—you have to use your gun. Or crossbow. Or throwing stars. While a fire-fight may mean that your careful plans have gone awry, knowing how to keep your cool and hit a distant target is a valuable skill.
Actions/Rounds
Edge Factors
10
8-9
6-7
5 Default/Average
3-4
1-2
Modifiers
Quality Results
Acceptable
Good
Very Good
Excellent
Special

Riding
Governing Attribute: Average of Perception and Willpower
Definition: Sometimes you get a nice chauffeur-driven cruise; sometimes you just have to hang on for the ride. Motorcycles, racehorses, and jetskis are the province of this skill.
Actions/Rounds
Edge Factors
10
8-9
6-7
5 Default/Average
3-4
1-2
Modifiers
Quality Results
Acceptable
Good
Very Good
Excellent
Special

Science
Governing Attribute: Intelligence
Definition: It's not enough to know that something works, you know the why and how of it. You have studied physics, chemistry, botany, and a host of other sciences. With some of the more esoteric gadgetry, this skill can save your life.
Actions/Rounds
Edge Factors
10
8-9
6-7
5 Default/Average
3-4
1-2
Modifiers
Quality Results
Acceptable
Good
Very Good
Excellent
Special

Security
Governing Attributes: Average of Intelligence and Perception
Definition: Where should that surveillance camera go? How often does the guard patrol this hallway? Will this stolen badge get me through the checkpoint? These questions and more are yours to answer.
Actions/Rounds
Edge Factors
10
8-9
6-7
5 Default/Average
3-4
1-2
Modifiers
Quality Results
Acceptable
Good
Very Good
Excellent
Special

Sixth Sense
Governing Attributes: Average of Intelligence and Perception
Definition: It's not something easily defined, but you have a knack for 'just knowing' something. Call it intuition, call it years of experience, or call it second-sight, you 'just know'. This skill is useful for telling when someone is lying to you or cheating at cards.
Actions/Rounds
Edge Factors
10
8-9
6-7
5 Default/Average
3-4
1-2
Modifiers
Quality Results
Acceptable
Good
Very Good
Excellent
Special

Sleight of Hand
Governing Attribute: Dexterity
Definition: The art of the magician and thief alike, you can hide a bug under a table, palm something off of a table, or plant evidence in someone's pocket, all without anyone noticing.
Actions/Rounds
Edge Factors
10
8-9
6-7
5 Default/Average
3-4
1-2
Modifiers
Quality Results
Acceptable
Good
Very Good
Excellent
Special

Tech
Governing Attribute: Intelligence
Definition: The modern world is full of gadgets both everyday - computers, wireless devices, GPS systems — and exotic. Knowing how to use them to full effect is invaluable.
Actions/Rounds
Edge Factors
10
8-9
6-7
5 Default/Average
3-4
1-2
Modifiers
Quality Results
Acceptable
Good
Very Good
Excellent
Special

Alternate Skills
The game master should feel free to add, delete or rename any skills to suit the needs of the individual setting or campaign. If a greater or smaller number of skills are used, a change in the number of Generation Points granted to players should also be considered.

Fields of Experience
A Field of Experience (FOA or Field) is a category of expertise the character has acquired transcending a single Skill, or a depth of specialization in a single Skill. If a character possesses a Field of Experience, checks are made against the appropriate skill, or in some circumstances may require no check at all.

Using Fields of Experience
A game master can put a Field into play in one of three ways, dependant upon what is most appropriate for the situation. All three methods can be used in combination, with different uses assigned to different Fields.

Field Caveat
A character with a Field of Experience knows things, or how to do things, and no rolls are required. If a character has a Language, they just know how to speak it. If they have a Profession Specialty they know the basics of the job.

Field Advantage
Anyone with the appropriate skill can make a roll to perform actions or make knowledge checks related to a Field of Experience, but characters with the relevant Field gain a +2 Edge Factor bonus. For example, on a check with an Edge Factor of 5, a character with a relevant Field will use Edge Factor 7.

Field Exclusivity
Certain skill checks, defined by the game master, can only be performed by characters with a particular Field. This helps differentiate the player characters and makes their individual Fields more valuable. For example, when looking for information about Botany the game master will normally call for a Science skill check. If one character has Botany as a Field of Experience, however, the game master can declare that only a specialist will have that knowledge, so only the character with the relevant Field can make a check.

Appearance
A character's Appearance affects how other people react to them, as well as impacting their base Fame score (discussed below). By default, characters are average looking. Every positive shift in Appearance, up to +3, costs 10 GP. Every negative shift in Appearance, down to -3, gives the player and additional 10 GP to spend elsewhere. Players and game masters can come up with their own descriptive terms for levels of appearance as a means of customizing the character.

Example
Tom decides he wants his character to be Devilishly Handsome, and spends 20 Generation Points for a +2. This adds 2 shifts to how people react to him, as well as 2 shifts to his base Fame.

Height
A character's height can affect their Fame if it makes them stand out. All characters are by default of average height. For each shift, taller or shorter, the player gains 10 Generation Points to spend elsewhere.

Fame
A character's Fame is the chance they'll be recognized, by allies, enemies, fans, or ordinary people on the street. Base Fame is the total number of shifts from Appearance, Height, and Weight. Those shifts are added to the Edge Factor of anyone trying to identify the character.

Example
Ian's character is Good Looking (+1), Tall (+2), and Above Average Weight (+1). His Base Fame is +4. The game master declares that the Edge Factor for a rival agent to recognize Ian is 5; with +4 for Ian's Fame, the Edge Factor becomes 9. Chances are that Ian's cover is blown.

Increasing Fame
Whenever a character does something noticeable and/or public, the game master can add an extra +1 to +3 to Base Fame. This ranges from saying something inspiring (or stupid) on television to the villain knowing it was you who blew up their headquarters. Fame can be localized – you've got +3 with a specific enemy organization, for example, and +0 with the general public – at the game master's discretion, but this is generally reflected in the Edge Factor of a Fame check; the enemy will have resources at their disposal and might roll at EF7, whereas the man on the street might roll at EF1.

Decreasing Fame
At character creation, the player can spend Generation Points to decrease Fame shifts, at a cost of 10 points per shift. This means that if you want a Giant character no one's ever heard of, it's a wash points-wise; you're spending the extra GP you gained buying off the resulting shifts. Fame can even be bought down into negative shifts; the character is actively taking steps to conceal their identity and make it harder to be recognized.

After the campaign has begun, shifts can be bought down with Experience Points, at the same cost of 10 XP per shift.

Removing unwanted Fame should be justifiable and explainable in story terms. If you've got high resources or work for an organization that can perpetrate a cover up or spread disinformation, life is good. Otherwise, you need to sell it to the game master, who can veto the Fame decrease for the sake or realism or storyline.

Example
During the course of the last game session, Len managed to execute the enemy's best assassin. That he did it as the final shot in a running gun battle through the Louvre where a global television network was doing a live broadcast isn't good. The game master gives him +3 to his base fame. Len discusses it with the game master, and argues that because he was running the entire time no one actually got a good look at his face. He also wasn't wearing his normal battered trench coat, but a Hawaiian shirt and a ball cap as part of his disguise as a tourist. The game master decides to allow it. Len spends 30 XP to remove the extra +3. Len argues further, and suggests that in his (very poor) disguise he actually resembles someone else, and the authorities will be looking for some sap who has nothing to do with the event. Other activities previously attributed to Len will also end up getting pinned on this other guy. The game master decides to allow this as well, and Len spend an extra 10 XP to lower his Base Fame by another shift. The game master files this information away, figuring the “poor sap” will show up in a later adventure, looking for Len to exact a little revenge for the mistaken identity.

Weaknesses
(Optional)
A Weakness is a character hook that allows game masters and players additional role playing opportunities. They can come into a story as part of a subplot, or even a hook for the main plot. When a character is confronted with the object of his Weakness, the player must make a Willpower roll at an Edge Factor set by the game master.

A player gains additional Generation Points for having a Weakness. The number of points gained is based on the frequency the Weakness will appear in the game, and the Edge Factor the player must roll against to overcome the Weakness.

The player gets 10 points for every 1-out-of-10 game sessions the Weakness should appear. If it's something that will crop up once every 10 sessions, you gain 10 points. If it's something that will appear every game session (10 out of 10), you get 100 points. It is up to the game master to work the Weakness into the storyline appropriately.

The default Edge Factor to overcome a Weakness is EF5. For every increased EF, you lose 10 points. For every decreased EF, you gain 10 points.

Example
Len has Weakness: Alcoholic. The player and game master work out that this will appear in 8 out of 10 game session, for a base of +80 Generation Points. The player thinks that due to the frequency of the problem, the character should be able to overcome it a little bit easier; otherwise, the character would be drunk much of the time and not a very effective adventurer. He decides that the base EF will by 7. Increasing the EF by 2 takes away 20 points, dor the player gains a total of 60 Generation Points for the Weakness.

The game master should set limitations on the number and severity of Weaknesses a character can have, based on the type of campaign being run. Something dark and gritty might be more appropriate for multiple Weaknesses with low base EF's, while a light-hearted and cinematic game might call for fewer Weaknesses, fewer appearances, and higher Edge Factors.

Sample Weaknesses
Below is a list of common Weaknesses, which should cover most situations. Players should feel free to create their own, with game master approval.

Special Tasks
Some types of Skill checks require addition rules for clarification. These are Chases, Combat, Gambling and Influence.

Combat
The action in fight scenes can be more complicated than a standard task, so there are rules to accommodate special situations that may arise.

Roll Initiative
At the start of every round each player rolls a d10 and adds their Actions. This is their Initiative score for that round.

Declare Actions
At the beginning of a fight scene, the player with the lowest Initiative score states what his character wants to do. The character with the next highest score declares next, and so on, until the player with the highest Initiative has declared. In the event of a tie, the person with the lowest combined Dexterity + Perception roll declares first; if it's still a tie, roll another d10 and the lowest unmodified roll declares first.

Take Actions
The character with the highest Initiative goes first. This continues until all characters have gone, and the next turn begins. In the event of a tie, the player with the highest combined Dexterity + Perception goes first; if this is still a tie, roll an unmodified d10 and the person with the highest roll goes first.

Characters may attempt a number of tasks per turn equal to their Actions score. This includes attacking (limited by the weapon's rate of fire), moving 10 feet, or drawing another weapon or gadget. More complex action may require more than one Action, or even more than one turn, based on the game master's discretion.

Example
Tom has 2 Actions. He declares that his character will stay where he is, and fire twice. Ian and Len both have 3 Actions, but Ian has a higher combined DEX + PER so Ian declares first. He decides to move 20 feet (10 feet per action) and fire once. Len stays put and fires 3 times.

Edge Factor
The default Edge Factor in any fight is 5. The game master can increase or decrease the Edge Factor from -3 to +3 based on conditions such as cover, weather and distractions.

Aiming
For each Action spent taking careful aim, the character gains +1 to the Edge Factor.

Example
Len has 3 Actions. He uses two aiming, giving him a +2 EF to his third action, firing his pistol.

Multiple Targets
If a player uses his Actions attack different Targets, the each additional attack is at a -1 Edge Factor (cumulative).

Example
Ian gets 3 Actions, and decides to put one bullet each into three foes. The first shot is at the normal Edge Factor; the second shot is at a -1 Edge Factor; the third shot is at a -2 Edge Factor.

Called Shot
If the player wants to hit a very specific location on a target, the Edge Factor is increased based upon the size of the target. Additionally, damage is increased by a specific number of shifts, because it it localized in one area.

The effect of localized damage should be logical, regardless of the final Wound Level. A called shot to the head can kill someone, but a Called Shot to the hand to make the target drop their gun won't; it will Incapacitate the hand specifically, rather than taking the target character out. The game master is the final arbiter of th effects of Called Shots.

Example
Len has a sniper rifle and is planning to assasinate someone. The weather is calm, so the game master sticks with a base EF of 5. Len's going for a head shot, at -3 penalty, so the EF is now 2. Len gets 3 Actions, and uses the first two to Aim, raising the EF back to 4. If his Ranged Combat Skill is 22, he needs to roll 88 or less for an Acceptible success. He rolls a 20, which qualifies as a Good Success (1 shift). The weapon's Base Wound Level is LW, so the Good Success raises that to MW. The additional 3 shifts from the Called Shot raise it again, to Killed. Len blows the target's brains out.

Optional Rule: Hit Location
To determine a hit location on a non-Called shot, use the "ones" die result (the second number in the percentile) and consult the table below. The specifics of what damage to the location means in context of the scene should be interpreted by the game master.

Example
Len fires at a target. His player rolls a 27, which is a success. The "ones" number on the roll is 7. Consulting the Hit Location table, Len hits the target in the right arm.

Pain Checks
When a character takes a Wound, they must make a Pain check in order to make any Actions. The Edge Factor is based on the Wound Level.

Wound Level EF
LW 7
MW 5
HW 3

A character who fails a Pain Check can only sit or lay there until the next turn, when the player can make another pain check. On a success, the character can take Actions normally. The better the success, the greater the number of turns the character can function until the next Pain Check.

QR Turns
Acceptable 1
Good 3
Very Good 5
Excellent Scene
“00” Session

An Excellent result means the character does not need to make a Pain Check for the rest of the fight scene. A “00” result means they do not have to make a check for the rest of the session. The need for Pain Checks ends when the character receives medical attention.

Incapacitated
When a character is incapacitated, they are unconscious for 1d10 hours (rolled by the game master). When they awaken, they will be at Heavy Wound (HW). An incapacitated character is prone and at the mercy of his enemies. A player can declare an incapacitated enemy character to be Killed at any time. Player characters get plot immunity, preventing them from being Killed while prone.

Chases
All chases, whether they are on foot, riding an animal, or in a vehicle, follow the same sequence.

Chase Sequence
As with fight scenes, a chase begins with actions being declared for each character, or the driver of a vehicle if more than one character is in the vehicle. The lowest Initiative declares first, and so on.

Bidding
After actions have been declared, the player with the lowest Initiative bids on the Edge Factor for the turn. This can be anywhere from 1 to 10. The next player can either accept that bid or go lower; at no time can bids go back up. Bidding continues until all of the players accept the current bid.

The player who made the winning bid chooses whether to go first or last. Other players then take their turn in order of the highest Initiative.

Actions
Characters perform a number of basic tasks equal to their Actions score. At least one of these must be a Movement, or else the chase ends. Characters can also attack with a weapon, draw another weapon or device, or use a device.

Example
Ian has 3 Actions. He chooses to use one to move, driving his sports car, one to fire the machine guns mounted in the car, and one to activate the oil slick gadget on the dashboard.

Each character moves, then attacks, then performs any miscellaneous Actions, in that order, before moving on to the next character and resolving their Actions.

Focus
If a character choses to use all of their Actions on Movement, they do not cover any additional ground, but gain a +1 per additional Action for that turn. This is the equivalent of Aiming.

Example
Tom is being shot at and is driving really fast. He doesn't want to turn around to return fire for fear of losing control of the vehicle. He gets 2 Actions, and devotes them both to movement. He gains a +1 EF to his Driving Skill Roll.

Range
Before the Chase begins, the game master determines the range between participants, from 1 to 10. This is an abstract number and can represent any actual scale you choose, based on the type of Chase. 1 is effectively side-by-side, and 10 is at extreme line-of-sight. This becomes important when determining the effects of Maneuvers.

Maneuvers
There are a select group of common maneuvers involved in most Chases. Players and game masters can create additional Maneuvers as needed. Each player (or Driver) can only perform one Maneuver per turn.

Accelerate
The character speeds up. A character that's in pursuit decreases the Range, based on the Quality Result of their roll. A character that is being pursued increases the Range.

A roll of “00” creates an Absolute range change. If the pursuer rolls a “00”, they've caught the pursued. If the pursued rolls a “00”, they're gone, out of range and out of sight.

If the Range comes down to 1, or one character could pass another character, the Accelerating character can choose to Ram (see below) at no penalty. They just Acelerate into the the other character.

Turn
The pursued character makes a sudden sharp turn in an attempt to shake the pursuer. To react in time, the pursuer must give up an Action to compensate.

Example
The object of Ian's pursuit suddenly swerves and turns down an alley. With 3 Actions, Ian was planning to move and shoot twice. Surprised, he can't get a bead and gives up one of his shots to make the turn and stay in the chase.

A character with only 1 Action misses the turn and is out of the Chase unless they spend a Hero Point.

Ram
The character intentionally slams into another character. In order for this to occur, the vehicles must be within a range of 1.

The rammer takes damage as if from a failed Crash Check. The rammed takes that damage, increased by a number of shifts equal to the rammer's vehicle's Mass.

For foot chases, this is a Tackle. The tackled character takes damage and is considered prone.

Reverse
The character changes direction back toward the pursuer. If successful, the character will end their movement Action with a Range of 0. The character can choose to Ram, or take advantage of the close range for Ranged Combat.

The pursuing character must sacrifice 2 Actions to compensate and follow spend the next turn changing direction. If they can't, they can spend Hero Points to make up the difference.

Stunt
A stunt is any crazy thing the player comes up with that the game master deems to be plausible within the context of the campaign. Even if the character pulls it off, there's likely going to be damage involved because the character just did something that wasn't meant to be done, something the vehicle (or the human body) wasn't designed for.

The base Edge Factor for a Stunt is 5. This can be decreased by up to -3 based on conditions such as terrain and objects that can be used to aid the Stunt. The player can choose to increase the Edge Factor by up to +3. For each point of increased EF, lower the resulting damage by 1 shift.

Example
Michael describes a stunt he'd like to perfom in his car. The game master assigns an Edge Factor of 7. Confident that he can pull of the stunt, Michael bids up +2 on the Edge Factor, raising it to 9. He rolls and score a Good Quality Result, a Heavy Wound to the vehicle. Because bid up by 2, Michael decreases the damage by two shifts to Light Wound.

Crash Checks
If a Maneuver fails, the player must make a secondary check to see if the runner, mount or vehicle crashes. This is performed at the same Edge Factor as the Bid.

Vehicle Damage
If a vehicle crashes, Wound Level is determined by the type of Maneuver it was performing (or attempting) at the time. The game master's duty is to describe the outcome and how the damage was sustained. All passengers take this same Wound Level.

Maneuver Wound Level
Accelerate LW
Turn LW
Ram MW
Reverse MW
Stunt HW

Influence
Whenever a player character attempts to influence a non-player character – interrogate them, seduce them, negotiate with them, or in any other way persuade or coerce them to do something – a check is made. This is strictly to determine supporting character reactions. Players should always be free to decide how their character behaves, although thy may take the results of an Influence check into consideration when deciding how to roleplay a given sitution.

The Edge Factor for any Charisma-based Checks is dependant upon the general disposition of the person the character is interacting with. As appropriate, the game master can add the character's Appearance modifier to the EF, as well as any other appropriate situational modifiers.

Gambling
How simulated Gambling is handled depends upon the type of game being played. In straightforward games of chance, the player simply makes a Gambling skill roll and the game master interprets the results based on the Quality Result. Edge Factor should be based on the rough odds of the character winning or getting paid out.

Any game with multiple players should have rolls made for each player. The character with the highest Quality Result wins. In the event of a tie, make a second roll (unless a tie is possible).

For games such as poker that are as much about personality as probability, players can make both a Gambling Roll and a Persuasion roll, and present the best of the two as their Quality Result. Other players may make Sixth Sense checks to try to determine if they're being bluffed.

Hero Points
A player can use Hero Points to increase or decrease the Quality Result of any task, for his character or any other, at a cost of 1 Hero Point per shift. There is no limit to the number of Hero Points a player can spend on a single task, or over the course of an adventure.

Hero Points cannot be used to gain a “00” Special Quality Result. Only an unmodified die roll can achieve that.

Characters begin with no Hero Points. Whenever a player rolls an Excellent Quality Result, the characteer gains a Hero Point. When a player rolls a DoubleZero, the character gains 5 Hero Points. Optionally, the game master can also award Hero Points for clever ideas, witty one-liners, and other creative contributions to the game.

Non-player characters and villains can also have Hero Points, although these are called Survival Points (as the characters aren't necessarily heroes).

Example
Len is making an Investigation roll, trying to find out more about a suspect he's been tailing. He rolls and scores an Acceptable Quality Result. Len decides to spend 2 Hero Points and increases the Quality Result to Very Good.

Example 2
Previously uninjured, Tom has been shot and takes a Heavy Wound. Spending 3 Hero Points, he reduces the damage by 3 shifts, from HW to MW to LW to Miss. Miraculously, the bullet put a hole through his jacket without actually hitting him.

Hero Points and Rank
It follows that higher-ranked characters will have higher-rated abilities, and thus players will roll Excellent results more frequently and have more Hero Points.

Mixed-Rank Campaigns
In a game where player characters are of different ranks, at the start of each game session lower-ranked characters get 5 Hero Points for each rank level removed from the highest-ranked character. This is to balance out abilities and provide lower-ranked characters with a bit of "luck".

Example
Len's character is a Special Agent. Tom's character is an Agent. Ian's character is a rookie. At the start of each game session, Tom automatically gains 5 Hero Points (one rank removed from Len), and Ian gains 10 Hero Points (two ranks removed from Len). Because Len holds the prestigious rank of Special Agent, he gets no Hero Points other than those he earns.

Emergency Hero Points
In case of emergency, a player can spend 100 XP to gain a Hero Point. Players working as a team can pool their XP to buy a Hero Point. Emergency Hero Points must be used immediately on actions in the current game turn; they cannot be banked or saved for later.

Experience
As characters perform missions and have adventures, the gain Experience Points (XP). These can be used to improve existing abilities, as well as purchase new ones.

Awarding Experience
After each adventure is completed, the game master gives each player an Experience Point award based on whether the objectives of the adventure were achieved, and whether the character was played appropriately within the tone and spirit of the setting.

Experience Awards
Character is a Recruit 5
Character is an Agent 10
Character is a Special Agent 20
Objectives clearly met x2
Objectives partially met x1
Objective not met x1/2
Exceptional roleplaying x2

Example
Ian is a Special Agent, so is based XP award is 20. He did not meet his objectives, so the XP award is halved to 10. However, he did roleplay exceptionlly well, so the award is doubled, back to 20 XP.

Improving Attributes
A player can only increase one Attribute by one point per game session. The cost in Experience Points of increasing an Attribute is 10 times the new Attribute rating.

Example
Ian wants to increase both his character's DEX and PER, but at the end of this game session he can only increase one, so he chooses PER. DEX will have to wait until after the next session. The character's PER is currently 8. To increase it to 9 will cost 90 Experience Points.

Adding New Skills
Gaining a new Skill at rank 1 costs 10 points. Players can only add one new skill per game session, unless the game master grants an exception (see Gaining New Fields of Experience).

Example
Tom has no Riding skill, and wants to change that. At the end of today's game session, he buys Riding at rank 1 for 10 XP.

Increasing Existing Skills
A player can increase one Skill by one rank per game session, unless the game master grants an exception (see Gaining New Fields of Experience). The cost in Experience Points of increasing a Skill is equal to the new Skill Rank.

Example
Len wants to increase his Demolitions Skill rank from 6 to 7. The cost is 7 XP.

Gaining New Fields of Experience
A Field of Experience is a powerful thing, and gaining a new one is not something that should be easy or done casually. New Fields can be gained, however, in three ways.

Fields as Rewards
If a character has performed exceptionally well, and the character's actions and experiences seem to warrant the addition of a new Field, the game master can grant the Field as a reward, either in lieu of or in addition to Experience Points for that session (game master's choice).

Purchasing Fields
A new Field costs 100 Experience Points, but it's not as simple as crossing off 100 XP and writing it in on the character sheet. Because Fields take time, the player has to make a non-refundable payment of at least 5, but no more than 20, Experience Points per game session. This may seem slow, but given that a Field means the character is an expert and can reflect the equivent of a college degree, 5 to 20 game session can be fast depending upon the time scale of the campaign.

The character does not get any of the advantages of the Field until it has been paid in full. There are no refunds if the player changes his mind and abandons the pursuit of the Field. However, at the game master's discretion, the player can change to a related Field part way through the process without penalty.

Example
Ian decides he wants to gain a Field of Experience in SCUBA. On the latest adventure, he got to strap on a tank and fins and make some Athletics rolls, and it felt appropriate for the character. At the end of the game session, he spends 20 XP toward gaining the Field, and explains that between adventures his character is taking lessons and going on diving trips. The game master works that into the campaign, and at the start of the next session Ian's character is at the beach. After each session Ian pays another 20 XP, and after the fifth session gains SCUBA as a Field.

Crash-Course Fields
If a plot point or storyline requires that characters need a particular Field, the game master can state that between sessions they attended a crash course, or retroactively state that they've had it all along, and just give it to all the characters. This should be used sparingly; if the game master knows this before the campaign begins, he should either grant the Field at character creation or require that the players take the Field as part of their allotment.

Example
The characters are Allied soldiers in World War II. The game master decides that he's going to send them to North Africa to battle Rommell. Prior to the adventure, he declares that they've been put through a special intensive training course, and may add Desert Survival as a Field of Experience.

Example 2
The characters are all members of a notorious crime family. In the next adventure, they're all going to Sicily for a big syndicate meeting. The game master declares that they've known how to speak Italian all along; it just never came up before. All of the players add Italian as a Language Field on their character sheets.

Balancing Crash-Course Fields
If a character already has a Field being granted, the game master may allow the player to select another Field for free, so long as the Field has not previously come up in play. This is primarily to avoid continuity problems.

If the game master chooses, he can dock the Experience Point award over a few sessions to pay for the granted Field. This is recommended only in extreme circumstances; players generally don't like having to pay for something that's thrust upon them.

Wealth and Resources
A character's financial situation is often tied to the type of campaign being run, and in many ways is a function of the story being told. In a gritty spy campaign where characters are operating on a limited budget, they're probably making civil servants' wages. In a campaign filled with glamorous jet-setting assassins, super secret agents, and dilettante adventurers, the characters will either be fabulously wealthy or using a generous expense account provided by their employer. In a caper-type adventure, no one has enough money; the poor and the middle classed want to be rich, and the rich want to be richer.

A character's wealth should be worked out between the player and the game master based on the character concept and the campaign being planned. Most of the effect of wealth, or lack thereof, is 'color' and description. Is the character wearing the latest fashions, or a battered old trench coat? Are they driving a Ferrari and staying in luxury hotels, or coaxing the last miles out of a beater car and living in a tiny apartment in the bad end of town? Will the arrive in Paris on a private jet, or max out their credit cards for an economy flight to Newark?

In practical terms, it does effect the availability and quality of the equipment the character can use. A beat cop isn't going to have access to high-tech surveillance equipment, at least not without some plot complications coming into play. A grunt soldier is likely going to have little more than the kit he's issued. This isn't always a bad thing. If the bad guys are better equipped, it means the players have to be more resourceful and have more challenges and obstacles to overcome. The game will not be boring.

Requisitioning Equipment
If a character works for an organization that provides equipment and matériel resources, the game master should establish what standard issue gear is and list it for the benefit of the players. To requisition equipment above and beyond standard issue requires an Influence check against the supporting character who controls access to gear. The game master can add shift modifiers from +3 to -3 based on how the character has handled previously requisitioned gear. Edge Factor should be assigned based on how available and/or costly the equipmentthe piece of gear is.

External Wealth
Depending upon the type of campaign, the game master may decide to follow the type of wealth rule used in typical fantasy role playing games, and allow players to just write values down as the accumulate it. If they rob a bank for a million dollars, the player can write “$1 million” on the character sheet, and then spend it as desired.

Optional Rule: Wealth as an Attribute
Based on the requirements of the campaign the game master can make Wealth an Attribute, which would act as a “credit rating”. All equipment and services would be assigned an Edge Factor, and the player would make a roll.

Optional Rule: Wealth as a Skill
As with Wealth as an Attribute, above, but Skill-based. The related Attribute is Intelligence, reflecting how well the character manages their money and other assets.

Optional Rule: Lower Wealth as a Weakness
If the default Wealth rules are used, a player can select a lower Wealth status as a Weakness.

Example
By default, the player characters are Rich, meaning they have fine clothes, expensive cars, and lavish dwellings. Tom decides that his character has had some financial setbacks, which he will work with the game master to develop into a subplot. He takes Middle Class Wages as a Weakness.

Equipment
Common accessories in most modern action genres include weapons, vehicles and gadgets.
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Weapons

Type
This indicates the general category of weapon – autopistol, revolver, martial weapon, and so on

Cartridge
For firearms, what caliber bullet it chambers.

Origin
The nation or region of origin of the weapon.

Performance Modifier
A weapon's Performance Modifier is a reflection of its accuracy. The bonus or penalty is applied to the Edge Factor of Ranged Combat checks made with the weapon.

Years of Service
The dates the weapon was manufactured. This is provided for campaign reference. A weapon manufactured for a few short years in the 1920s will be rare in the 21st century, and a character in a campaign set in the 1930s won't have access to weapons not manufactured until the 1980s. If a weapon exists, but is rare, in a given time period the game master should increase the Edge Factor of the Requisition roll appropriately.

Shots per Round
The maximum number of shots a character can fire per turn.

Magazine Capacity
The number of bullets a firearm holds. A bit of a misnomer, as not all firearms have magazines.

Damage
For firearms, damage is based on the muzzle velocity of the weapon, and is expressed as the Base Wound Level inflicted with an Acceptable Quality Result.

Caliber/Muzzle Velocity/Damage Table

Converting Base Wound Level
Players wishing to utilize the damage rankings from an older percentile-based role playing system can utilize the following table to get a rough approximation of the Base Wound Level in DoubleZero.

A -3
B -2
C-D -1
E -G LW
H-J MW
K-L HW

For martial weapons (swords, clubs, and other items used in Hand-to-Hand checks), damage is a shift modifier to the character's Strength-based Base Wound Level. With bladed weapons, this is based on the size, sharpness and quality of the weapon.

+1 Combat Knife, Sword
+2 Quality Sword
+3 Chainsaw, Legendary Swords

For blunt objects, damage is based on the overall weight, size and mass of the weapon.

Close Range
A weapon's close range is measured as roughly the distance at which the weapon can be fired by an average marksman and shots can be grouped into a 3” pattern.

Long Range
A weapon's long range in measured as roughly the median distance at which an average marskman can group shots into a 12” pattern.

Concealment Bonus
The concealability of a weapon is based upon its size and shape. This is a shift modifier to the Edge Factor of anyone making an Observation check to see if a character is carrying a concealed weapon.

Initiative Bonus
As with Concealment, Initiative Bonus is based largely on the size and shape of the weapon. This is a bonus to the character's Initiative to determine who goes first in combat.

Jam
This indicates the weapon's chance of misfiring. If the player rolls this number or higher on a Ranged Combat check, the weapon has jammed. It takes 1 full turn to clear a jammed weapon before it is capable of firing again. As a general rule, revolvers and bolt-action rifles never jam due to their simplicity, and automatic weapons with complicated mechanisms jam more frequently.

Reload Time
This is the number of turns required to reload the weapon. Most automatic pistols have a reload time of 1 turn, the time it takes to eject a magazine and insert a new one. Revolvers have a reload time of 3 turns, as individual bullets have to be fed into the cylendar.

Vehicles

Performance Modifier
A vehicle's Performance Modifier is benchmarked based on the time it takes to accelerate from 0 to 60 miles per hour.

Under 8 +2
8 to 10 +0
10 to 12 0
12 to 14 -1
Over 14 -2

Redline
A vehicles Redline is the maximum safe operating Edge Factor, beyond which the odds of a mishap increase. If the character is making a vehicle operation check at an Edge Factor equal to the Redline or lower, the player must also make a Crash Check.

Cruising Speed
This is the vehicle's “comfortable” operating speed.

Top Speed
This is the vehicle's maximum operating speed.

Range
This is how far the vehicle can go before refuelling is required.

Mass
The reflects a vehicles size and weight. The number is applied as a shift modifier to Force maneuvers during chases.

Hardpoints
This is the number of modifications that can be added to a vehicle, based on its size and design.

Gadgets
Each gadget should be written up individually based on its function. If it has the same defining characteristics are weapons or vehicles, the same statistics should be used. If the item requires a skill check in order to be used, this should be noted inNo thelonger descriptionopen.